I have a particle system that fades particles in and out during their lifetime using the particle editor. I would like to scale the overall opacity of the system, so that I can fade it in and out as a whole.
Right now I’ve done this (I think, still WIP and untested) by adding a dynamic material instance with an extra opacity multiplier. However this approach seems overly heavy as it operates on a per pixel level and there is already an opacity blend in there that it would be nice to leverage.
Is there a way I can do this without the material instance and extra per pixel operation?
The MID approach seems like it should work and is useful for more custom effects but while I can set the opacity value in the material instance editor and have it work from C++ it doesn’t seem to have any effect:
If you select the Required node of a particle and make an instance of the material being used then add in a multiply from the alpha and connect the alpha to A and a Scalar Parameter to B and name the scalar Opacity, you can change the particle to use your material instance and then control the opacity however you like (real-time or not) through the material instance.